Commit Graph

54 Commits

Author SHA1 Message Date
Fox-McCloud
e71bcdb9d0 Adds Grenade, Flash, and EMP in-hands 2015-05-31 16:39:41 -04:00
Fox-McCloud
796dbf233a [Goonchem] Tweaks, Fixes, etc. 2015-03-28 21:16:13 -04:00
Fox-McCloud
6b543f37ff Merge remote-tracking branch 'upstream/master' into Health-Analyzer 2015-03-24 15:53:37 -04:00
Fox-McCloud
1d30096eab tweak 2015-03-24 00:03:33 -04:00
Fox-McCloud
69bc15604d Health Analyzer Upgrading 2015-03-23 19:44:06 -04:00
Fox-McCloud
aa5cdae070 Taperecorder Rework 2015-03-23 05:45:15 -04:00
Fox-McCloud
2b33c18bfe Overcharged Flash 2015-03-17 17:10:24 -04:00
Fox-McCloud
62462c876f Camera Update+Camera Bugs 2015-02-28 04:01:14 -05:00
Markolie
ad167dc541 Announcement system overhaul, crew monitor system overhaul, add portable crew monitor 2015-02-16 19:03:29 +01:00
Fox-McCloud
2b85b9b777 TG Mining Items 2015-01-30 00:23:53 -05:00
Bone White
e630b0a8cd Virology fixes & mutation disabling
1) Viruses no longer mutate in mobs.
2) Fixed a runtime error with IS_SYNTHETIC check in activate()
3) Antibody Analyzer has a green sprite, to make it easier to
distinguish from the Health Analyzer
2015-01-27 04:38:59 +00:00
Fox-McCloud
9a391827b6 Shotgun and Sprite Updates 2014-11-30 00:09:47 -05:00
Fox-McCloud
dd200af4bf Nuke Ops Rework Phase 2 2014-11-05 06:56:46 -05:00
Bone White
42867b255d Added Radiation Laser
Traitor item, cmo/doctor/virologist only.  3 TC cost, looks like a
health analyzer but is a delayed radiation + stun effect on attack.  Has
recharge time and configurable settings.

Fox did most of the work, I just fixed it.
2014-10-26 01:08:18 +00:00
mwerezak
c67bd0a8e8 Less terrible sprite for suit cooling device
Also adds a few of them to EVA storage.

Conflicts:
	icons/obj/device.dmi
	maps/tgstation2.dmm
2014-06-22 01:46:45 -04:00
Zuhayr
d606d774d8 Adds drones, drone fabrication, commit options. This is the squashed version of the original 22 commit pull, so I'm summarizing.
Conflicts:
	baystation12.dme
	code/controllers/configuration.dm
	code/game/objects/items/weapons/AI_modules.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/robot/examine.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/recycling/disposal.dm
	icons/mob/robots.dmi
	icons/obj/device.dmi
2014-05-12 01:41:02 -04:00
Rob Nelson
71c07e208a Improved creature AI and random mob spawning in caves.
Also equipment lockers.

Conflicts:
	code/game/objects/items/weapons/cards_ids.dm
	code/modules/mining/materials.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/ores_coins.dm
	code/modules/mob/living/simple_animal/hostile/mining_mobs.dm
	code/modules/projectiles/ammunition/bullets.dm
	code/modules/projectiles/guns/energy/special.dm
	compare_report_tg.txt
	icons/obj/device.dmi
	icons/obj/mining.dmi
	icons/obj/vehicles.dmi
	maps/tgstation.2.1.0.0.1.dmm
	maps/vgstation1.0.0.dmm
2014-02-16 04:40:18 -05:00
ZomgPonies
8bf368f547 Telescience! 2013-11-04 07:48:43 -05:00
ZomgPonies
402bbec556 Destination tagger icon update 2013-10-29 01:28:52 -04:00
ZomgPonies
7ffdc68add Adding /tg/'s laserpointers 2013-09-06 08:31:28 -04:00
Zuhayr
2f8ef8f455 Minor detective scanner resprite/flashing addition. 2013-06-16 13:14:58 -07:00
Cael_Aislinn
46ecf43cf9 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into xenoarch
Conflicts:
	baystation12.dme
	code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm
	icons/obj/device.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-25 14:40:46 +10:00
Cael_Aislinn
ec023cc3f8 tweaks to finances (inc boost to wallet capacity, new sprite for eftpos)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-23 21:51:29 +10:00
Cael_Aislinn
3f62e2a938 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into xenoarch
Conflicts:
	baystation12.dme
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/modules/research/xenoarchaeology/artifact_effect.dm
	code/modules/research/xenoarchaeology/finds.dm
	icons/obj/device.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-02 17:05:27 +10:00
Chinsky
7fea186d64 EMP now will have !!FUN!! effects on implants.
Affected implants:
-Explosive
-Death alarm
-Tracking
-Chemical

Also added new sound for implant activation.
Fixed derp in implant surgery.
2013-01-09 12:43:22 +04:00
Chinsky
5f0c39f1cf Added implant removal surgery.
If you fail the step, has small chance of activating implant.
Gives you a sound and ~15 ticks to run away like hell.

Changes I did to other parts to make this possible:
-Implants are now organ-based, not mob-based
-Part of implant working code is moved to appropriate activate() procs
2013-01-06 11:25:53 +04:00
Cael_Aislinn
e3d326a199 new analysis machines, fleshed out some existing ones to be functional, new chemical reagents,
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-12-11 12:34:39 +10:00
Cael_Aislinn
3257a529ba fixed up the core sampler + gave it a placeholder sprite, made geo data actually persist across turfs and ores, cleaned up some new xenoarch stuff
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-12-05 04:44:42 +10:00
petethegoat@gmail.com
c4f9b43020 Moved para and sleepy pen defines out of weapon.dm.
Updated flashlight code a little.
Added inhand sprites for desk lamps.
Standardised modules/paperwork.
Decapitalised a bunch of mining items.
Slightly reverted update_icons.dm, so we're not looping through mutations more than we need to. Also, skeletons can now wear lipstick!

A few other things which aren't worth listing individually.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4855 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-13 14:37:28 +00:00
sieve32@gmail.com
feca093222 -New pinpointer for nuke ops, it has 2 modes, with the first one pointing to the disk, and the second pointing to the shuttle (Specifically, the console). Also, if you leave the z-level with it on, the screen with flash in an alert so nuke ops are at least aware when they get thrown god knows where. Changed the nuclear closet spawn list to include these
-Gave all the new hardsuits actual inhands, instead of all of them using the rig one.

-Changed a good bit of Brain/MMI damage processing, now an MMI will never go unconscious, and it will not be deafened/blinded by explosions or whatever (Since the MMI acts as senses). However, it does mean they are vulnerable to emps, with all kinds of fun effects (impaired vision, hearing, the ability to speak, the ability to speak PROPERLY)
Fixes Issue 655

-Also gave MMIs some emotes, things like blinking lights, alarms, beeping and booping, etc...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4168 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-25 04:32:23 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
petethegoat@gmail.com
f01afc7edd Moved sinks into watercloset.dm, removed sink.dm
Sink path has changed- /obj/machinery/sink to /obj/structure/sink
/obj/machinery/sink/kitchen2 to /obj/structure/sink/kitchen
Sinks have been slightly updated, if you're wearing gloves, your hands will stay bloody underneath. Nothing drastic.

Added Cheri's puddles.

Updated showers, they actually clean now. They're pretty powerful, so I'm going to add a way to make them lethal, to ensure the washing machines still get some use.

Updated hydroponics trays, to make them work better with soil.

And a couple of map fixes, for toilets that were facing the wrong way in the prison and on the mining asteroid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-17 23:16:46 +00:00
d_h2005@yahoo.com
4a3c9548d2 -New sound effects for circular saws and surgical drills.
-New sprites for mass-spectrometers and advanced mass-spectrometers.
-Sprites for empty bookshelves and book overlays added to library.dmi. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3585 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-12 21:59:39 +00:00
petethegoat@gmail.com
21387370c9 Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 19:28:40 +00:00
petethegoat@gmail.com
f1ee426a8f Buckling to chairs no longer causes you to drop anything.
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.

Moved the check_if_buckled() proc to mob/living, rather than having it repeated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3168 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-22 00:36:56 +00:00
uporotiy
c40d93a88e Updated the bucket sprite. Added mythril sprites. More work on space worms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3157 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-19 20:49:41 +00:00
petethegoat@gmail.com
27f6d55151 Added photocopiers.
I'll probably do some more work on them, but they're basically finished.
Copiers are in cargo, the lawyer's office, and the heads meeting room.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2979 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-21 01:15:56 +00:00
petethegoat@gmail.com
089e6b7949 Flashes now change icon when they burn out.
Fixed the purple lawsuit sprite. (The east/west mob sprites were a pixel off centre)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2348 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-13 18:16:00 +00:00
vageyenaman@gmail.com
747c7f5fa0 Le me e'squashing-a bugs.
Mech Fabricators:
     - They were generating an absolutely ridiculous amount of runtime errors because, somehow, an /obj/screen object leaked its way into the part_sets (/list) variable. To stop this, I have changed a for() iterator to loop through a specific object type instead of general /atom-ic instances.
     

Chemistry-Holder.dm:
     - Fixed an infinite-loop problem with "mixing" virii in reagent containers. I have removed a check that makes sure no two of the same virus exists in the same container because it's entirely unnecessary. The same virus cannot infect a mob more than once, so having multiple virus instances is not at all harmful.
     - This should hopefully fix some very serious that lag nearly crashes the server.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2218 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 05:57:35 +00:00
noisomehollow@lycos.com
2c6b1841ef Cleaned up PDA code a litte more. Can again resize window. The close button is in the menu.
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 21:19:10 +00:00
rastaf.zero@gmail.com
1010d955ed You have to turn off your stunbaton before wash it suing sink.
latex loves + short piece of wire + some air from tank = ballon!
Another version of kitchen sink sprite.
New vending machine - dinnerware. Dispenses knives, forks and trays. Will do more once we get functional spoons.
New uniform - Waiter Outfit. Chef can give it to his assistant.
Water cooler was added to kitchen.
Kitchen was expanded.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1453 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-16 15:44:08 +00:00
tronaldnwn@hotmail.com
b635934502 Veyveyr's tools were not wanted by the server population, so I finally changed them back (as Urist was too busy to do it).
Also reloaded my new shovel, which DH accidentally killed.

Finally I reorganized the Items DMI in a logical organization style (tools with tools, material sheets with material sheets, papers with papers).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1424 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-09 13:34:29 +00:00
cagerrin@gmail.com
2c75056787 -new tool sprites(wrench/wirecutters/screwdriver/multitool). Old sprites are in old_or_unused.dmi
-new sprite for library scanner(not in-use until I get binder sprites done).
-added fax machine sprite(not used for anything yet, just in case someone ever codes them for QM).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1415 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 00:12:24 +00:00
tronaldnwn@hotmail.com
1c8a3539c4 Sprite updates:
Miner Cyborg looks better.
Better jackhammer (I like it at least).
New sink for kitchen
Few sprite fixes for the emergency oxygen tanks
Cyborg's RED eyes, will not work now.


Code Stuffs:
Adding some code for mining so I can eventually make the top tier mining items work for radius mining.
Showers are in their begining stages.
Tool boxes give weapons research bonus, of 1 (lol, tool boxers).

Map Stuffs:
Added a few more hazard signs.
Added enclose the engine (still airless).
Kitchen has new sink.
I desided the dispencer should be a water dispencer in the mine station.
Barely worked on the wizard's lair, just added lights I guess.
More colored clothing lockers in locker room/ arrivals shuttle. Now expect to see green wearing assitants.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1315 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 02:01:47 +00:00
morikou@gmail.com
d25ee28cc4 Blood: The Last Annoying, Sparkly Twit Update:
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 20:18:18 +00:00
rastaf.zero@gmail.com
2d443ca199 General bots-related code cleanup.
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 20:09:12 +00:00
bizarre.babel@gmail.com
ae01104c2b Robuddy is now a Honkbuddy. Honkbuddy has a hacked sprite in which it laughs, a passive on state, and an active (honking) on state. The off state is mostly identical to how it was previously. It was an unused sprite anyway. Robotics headset added. It's black base to fit with their uniform, has a yellow engineering sprite to identify them as under that head, and medical's blue light as a nod to where they came from. Diamond sprite is less contrasting and semi-transparent. Cook book coffee stain hopefully looks more like a coffee stain.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1026 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 13:50:03 +00:00
baloh.matevz
3c5bac264e Added a penlight. also slightly changed the way flashlights work, so we can easily add more kinds of flashlights. Now they have a brightness_on var, which determines their luminosity when on, an icon_on and icon_off var which determine their sprites when on and off. Jobs that spawn with a pen-light: medical doctor, CMO, geneticist, virologist. note that a pen-light is a pen-sized light, not a pen, that's also a light.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-19 02:37:45 +00:00
noisomehollow@lycos.com
2e6b2cffdc Flipped icon for nutrimat.
Added some more toy icons for future use.
Another revolver/gun sprite added. New gun added as admin-spawn only. Based on a forum sprite.
Moved some unused gun sprites from weapons.dmi to gun.dmi.
Modified toilet sprite.
Fixed toilet direction on Prison Station.
Made tape recorder smaller.
New d6 sprite.
Added a reinforced window to Engineering. Removed an Engineering locker from inside one of the grills.
Moved status displays inside Engineering.
Changed Beepsky's path, again.
Added a spell list to the wizard shuttle so you know what you can buy.
Fixed some disconnected APC in Warden's office.
Replaced identification computer with a prisoner management console on the Prison Station.
Placed explosive implant kit on Prison Station.
Removed clown's secret stash. It was placed there by mistake.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@603 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-13 07:31:55 +00:00
noisomehollow@lycos.com
59a685c1fb Uploading hopefully final major update to the map for the time being (tgstation2.0.0.dmm):
Expanded Med Bay entry.
Hydro made smaller.
Library, toilets, and exercise center switched around. Also modified.
Fixed a floating APC near Arrivals.
Fixed a floating APC in EVA.
Fixed Beepsky's patrol path.
Fixed barman and chef maintenance door access.
Removed second bar maintenance door.
Nuke maintenance entry now includes command access.
Genetics has a little bit more room now.
Hopefully fixed mules, again.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@570 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-08 22:04:14 +00:00